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/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
use gleam::{gl, gl::Gl};
use std::cell::{Cell, UnsafeCell};
use std::collections::{hash_map::HashMap, VecDeque};
use std::ops::{Deref, DerefMut, Range};
use std::ptr;
use std::sync::atomic::{AtomicBool, AtomicI8, AtomicPtr, AtomicU32, AtomicU8, Ordering};
use std::sync::{Arc, Condvar, Mutex, MutexGuard};
use std::thread;
use crate::{
api::units::*, api::ColorDepth, api::ColorF, api::ExternalImageId, api::ImageRendering, api::YuvRangedColorSpace,
Compositor, CompositorCapabilities, CompositorSurfaceTransform, NativeSurfaceId, NativeSurfaceInfo, NativeTileId,
profiler, MappableCompositor, SWGLCompositeSurfaceInfo, WindowVisibility,
device::Device,
};
pub struct SwTile {
x: i32,
y: i32,
fbo_id: u32,
color_id: u32,
valid_rect: DeviceIntRect,
/// Composition of tiles must be ordered such that any tiles that may overlap
/// an invalidated tile in an earlier surface only get drawn after that tile
/// is actually updated. We store a count of the number of overlapping invalid
/// here, that gets decremented when the invalid tiles are finally updated so
/// that we know when it is finally safe to draw. Must use a Cell as we might
/// be analyzing multiple tiles and surfaces
overlaps: Cell<u32>,
/// Whether the tile's contents has been invalidated
invalid: Cell<bool>,
/// Graph node for job dependencies of this tile
graph_node: SwCompositeGraphNodeRef,
}
impl SwTile {
fn new(x: i32, y: i32) -> Self {
SwTile {
x,
y,
fbo_id: 0,
color_id: 0,
valid_rect: DeviceIntRect::zero(),
overlaps: Cell::new(0),
invalid: Cell::new(false),
graph_node: SwCompositeGraphNode::new(),
}
}
/// The offset of the tile in the local space of the surface before any
/// transform is applied.
fn origin(&self, surface: &SwSurface) -> DeviceIntPoint {
DeviceIntPoint::new(self.x * surface.tile_size.width, self.y * surface.tile_size.height)
}
/// The offset valid rect positioned within the local space of the surface
/// before any transform is applied.
fn local_bounds(&self, surface: &SwSurface) -> DeviceIntRect {
self.valid_rect.translate(self.origin(surface).to_vector())
}
/// Bounds used for determining overlap dependencies. This may either be the
/// full tile bounds or the actual valid rect, depending on whether the tile
/// is invalidated this frame. These bounds are more conservative as such and
/// may differ from the precise bounds used to actually composite the tile.
fn overlap_rect(
&self,
surface: &SwSurface,
transform: &CompositorSurfaceTransform,
clip_rect: &DeviceIntRect,
) -> Option<DeviceIntRect> {
let bounds = self.local_bounds(surface);
let device_rect = transform.map_rect(&bounds.to_f32()).round_out();
Some(device_rect.intersection(&clip_rect.to_f32())?.to_i32())
}
/// Determine if the tile's bounds may overlap the dependency rect if it were
/// to be composited at the given position.
fn may_overlap(
&self,
surface: &SwSurface,
transform: &CompositorSurfaceTransform,
clip_rect: &DeviceIntRect,
dep_rect: &DeviceIntRect,
) -> bool {
self.overlap_rect(surface, transform, clip_rect)
.map_or(false, |r| r.intersects(dep_rect))
}
/// Get valid source and destination rectangles for composition of the tile
/// within a surface, bounded by the clipping rectangle. May return None if
/// it falls outside of the clip rect.
fn composite_rects(
&self,
surface: &SwSurface,
transform: &CompositorSurfaceTransform,
clip_rect: &DeviceIntRect,
) -> Option<(DeviceIntRect, DeviceIntRect, bool, bool)> {
// Offset the valid rect to the appropriate surface origin.
let valid = self.local_bounds(surface);
// The destination rect is the valid rect transformed and then clipped.
let dest_rect = transform.map_rect(&valid.to_f32()).round_out();
if !dest_rect.intersects(&clip_rect.to_f32()) {
return None;
}
// To get a valid source rect, we need to inverse transform the clipped destination rect to find out the effect
// of the clip rect in source-space. After this, we subtract off the source-space valid rect origin to get
// a source rect that is now relative to the surface origin rather than absolute.
let inv_transform = transform.inverse();
let src_rect = inv_transform
.map_rect(&dest_rect)
.round()
.translate(-valid.min.to_vector().to_f32());
// Ensure source and dest rects when transformed from Box2D to Rect formats will still fit in an i32.
// If p0=i32::MIN and p1=i32::MAX, then evaluating the size with p1-p0 will overflow an i32 and not
// be representable.
if src_rect.size().try_cast::<i32>().is_none() ||
dest_rect.size().try_cast::<i32>().is_none() {
return None;
}
let flip_x = transform.scale.x < 0.0;
let flip_y = transform.scale.y < 0.0;
Some((src_rect.try_cast()?, dest_rect.try_cast()?, flip_x, flip_y))
}
}
pub struct SwSurface {
tile_size: DeviceIntSize,
is_opaque: bool,
tiles: Vec<SwTile>,
/// An attached external image for this surface.
external_image: Option<ExternalImageId>,
}
impl SwSurface {
fn new(tile_size: DeviceIntSize, is_opaque: bool) -> Self {
SwSurface {
tile_size,
is_opaque,
tiles: Vec::new(),
external_image: None,
}
}
/// Conserative approximation of local bounds of the surface by combining
/// the local bounds of all enclosed tiles.
fn local_bounds(&self) -> DeviceIntRect {
let mut bounds = DeviceIntRect::zero();
for tile in &self.tiles {
bounds = bounds.union(&tile.local_bounds(self));
}
bounds
}
/// The transformed and clipped conservative device-space bounds of the
/// surface.
fn device_bounds(
&self,
transform: &CompositorSurfaceTransform,
clip_rect: &DeviceIntRect,
) -> Option<DeviceIntRect> {
let bounds = self.local_bounds();
let device_rect = transform.map_rect(&bounds.to_f32()).round_out();
Some(device_rect.intersection(&clip_rect.to_f32())?.to_i32())
}
/// Check that there are no missing tiles in the interior, or rather, that
/// the grid of tiles is solidly rectangular.
fn has_all_tiles(&self) -> bool {
if self.tiles.is_empty() {
return false;
}
// Find the min and max tile ids to identify the tile id bounds.
let mut min_x = i32::MAX;
let mut min_y = i32::MAX;
let mut max_x = i32::MIN;
let mut max_y = i32::MIN;
for tile in &self.tiles {
min_x = min_x.min(tile.x);
min_y = min_y.min(tile.y);
max_x = max_x.max(tile.x);
max_y = max_y.max(tile.y);
}
// If all tiles are present within the bounds, then the number of tiles
// should equal the area of the bounds.
(max_x + 1 - min_x) as usize * (max_y + 1 - min_y) as usize == self.tiles.len()
}
}
fn image_rendering_to_gl_filter(filter: ImageRendering) -> gl::GLenum {
match filter {
ImageRendering::Pixelated => gl::NEAREST,
ImageRendering::Auto | ImageRendering::CrispEdges => gl::LINEAR,
}
}
/// A source for a composite job which can either be a single BGRA locked SWGL
/// resource or a collection of SWGL resources representing a YUV surface.
#[derive(Clone)]
enum SwCompositeSource {
BGRA(swgl::LockedResource),
YUV(
swgl::LockedResource,
swgl::LockedResource,
swgl::LockedResource,
YuvRangedColorSpace,
ColorDepth,
),
}
/// Mark ExternalImage's renderer field as safe to send to SwComposite thread.
unsafe impl Send for SwCompositeSource {}
/// A tile composition job to be processed by the SwComposite thread.
/// Stores relevant details about the tile and where to composite it.
#[derive(Clone)]
struct SwCompositeJob {
/// Locked texture that will be unlocked immediately following the job
locked_src: SwCompositeSource,
/// Locked framebuffer that may be shared among many jobs
locked_dst: swgl::LockedResource,
src_rect: DeviceIntRect,
dst_rect: DeviceIntRect,
clipped_dst: DeviceIntRect,
opaque: bool,
flip_x: bool,
flip_y: bool,
filter: ImageRendering,
/// The total number of bands for this job
num_bands: u8,
}
impl SwCompositeJob {
/// Process a composite job
fn process(&self, band_index: i32) {
// Bands are allocated in reverse order, but we want to process them in increasing order.
let num_bands = self.num_bands as i32;
let band_index = num_bands - 1 - band_index;
// Calculate the Y extents for the job's band, starting at the current index and spanning to
// the following index.
let band_offset = (self.clipped_dst.height() * band_index) / num_bands;
let band_height = (self.clipped_dst.height() * (band_index + 1)) / num_bands - band_offset;
// Create a rect that is the intersection of the band with the clipped dest
let band_clip = DeviceIntRect::from_origin_and_size(
DeviceIntPoint::new(self.clipped_dst.min.x, self.clipped_dst.min.y + band_offset),
DeviceIntSize::new(self.clipped_dst.width(), band_height),
);
match self.locked_src {
SwCompositeSource::BGRA(ref resource) => {
self.locked_dst.composite(
resource,
self.src_rect.min.x,
self.src_rect.min.y,
self.src_rect.width(),
self.src_rect.height(),
self.dst_rect.min.x,
self.dst_rect.min.y,
self.dst_rect.width(),
self.dst_rect.height(),
self.opaque,
self.flip_x,
self.flip_y,
image_rendering_to_gl_filter(self.filter),
band_clip.min.x,
band_clip.min.y,
band_clip.width(),
band_clip.height(),
);
}
SwCompositeSource::YUV(ref y, ref u, ref v, color_space, color_depth) => {
let swgl_color_space = match color_space {
YuvRangedColorSpace::Rec601Narrow => swgl::YuvRangedColorSpace::Rec601Narrow,
YuvRangedColorSpace::Rec601Full => swgl::YuvRangedColorSpace::Rec601Full,
YuvRangedColorSpace::Rec709Narrow => swgl::YuvRangedColorSpace::Rec709Narrow,
YuvRangedColorSpace::Rec709Full => swgl::YuvRangedColorSpace::Rec709Full,
YuvRangedColorSpace::Rec2020Narrow => swgl::YuvRangedColorSpace::Rec2020Narrow,
YuvRangedColorSpace::Rec2020Full => swgl::YuvRangedColorSpace::Rec2020Full,
YuvRangedColorSpace::GbrIdentity => swgl::YuvRangedColorSpace::GbrIdentity,
};
self.locked_dst.composite_yuv(
y,
u,
v,
swgl_color_space,
color_depth.bit_depth(),
self.src_rect.min.x,
self.src_rect.min.y,
self.src_rect.width(),
self.src_rect.height(),
self.dst_rect.min.x,
self.dst_rect.min.y,
self.dst_rect.width(),
self.dst_rect.height(),
self.flip_x,
self.flip_y,
band_clip.min.x,
band_clip.min.y,
band_clip.width(),
band_clip.height(),
);
}
}
}
}
/// A reference to a SwCompositeGraph node that can be passed from the render
/// thread to the SwComposite thread. Consistency of mutation is ensured in
/// SwCompositeGraphNode via use of Atomic operations that prevent more than
/// one thread from mutating SwCompositeGraphNode at once. This avoids using
/// messy and not-thread-safe RefCells or expensive Mutexes inside the graph
/// node and at least signals to the compiler that potentially unsafe coercions
/// are occurring.
#[derive(Clone)]
struct SwCompositeGraphNodeRef(Arc<UnsafeCell<SwCompositeGraphNode>>);
impl SwCompositeGraphNodeRef {
fn new(graph_node: SwCompositeGraphNode) -> Self {
SwCompositeGraphNodeRef(Arc::new(UnsafeCell::new(graph_node)))
}
fn get(&self) -> &SwCompositeGraphNode {
unsafe { &*self.0.get() }
}
fn get_mut(&self) -> &mut SwCompositeGraphNode {
unsafe { &mut *self.0.get() }
}
fn get_ptr_mut(&self) -> *mut SwCompositeGraphNode {
self.0.get()
}
}
unsafe impl Send for SwCompositeGraphNodeRef {}
impl Deref for SwCompositeGraphNodeRef {
type Target = SwCompositeGraphNode;
fn deref(&self) -> &Self::Target {
self.get()
}
}
impl DerefMut for SwCompositeGraphNodeRef {
fn deref_mut(&mut self) -> &mut Self::Target {
self.get_mut()
}
}
/// Dependency graph of composite jobs to be completed. Keeps a list of child jobs that are dependent on the completion of this job.
/// Also keeps track of the number of parent jobs that this job is dependent upon before it can be processed. Once there are no more
/// in-flight parent jobs that it depends on, the graph node is finally added to the job queue for processing.
struct SwCompositeGraphNode {
/// Job to be queued for this graph node once ready.
job: Option<SwCompositeJob>,
/// Whether there is a job that requires processing.
has_job: AtomicBool,
/// The number of remaining bands associated with this job. When this is
/// non-zero and the node has no more parents left, then the node is being
/// actively used by the composite thread to process jobs. Once it hits
/// zero, the owning thread (which brought it to zero) can safely retire
/// the node as no other thread is using it.
remaining_bands: AtomicU8,
/// The number of bands that are available for processing.
available_bands: AtomicI8,
/// Count of parents this graph node depends on. While this is non-zero the
/// node must ensure that it is only being actively mutated by the render
/// thread and otherwise never being accessed by the render thread.
parents: AtomicU32,
/// Graph nodes of child jobs that are dependent on this job
children: Vec<SwCompositeGraphNodeRef>,
}
unsafe impl Sync for SwCompositeGraphNode {}
impl SwCompositeGraphNode {
fn new() -> SwCompositeGraphNodeRef {
SwCompositeGraphNodeRef::new(SwCompositeGraphNode {
job: None,
has_job: AtomicBool::new(false),
remaining_bands: AtomicU8::new(0),
available_bands: AtomicI8::new(0),
parents: AtomicU32::new(0),
children: Vec::new(),
})
}
/// Reset the node's state for a new frame
fn reset(&mut self) {
self.job = None;
self.has_job.store(false, Ordering::SeqCst);
self.remaining_bands.store(0, Ordering::SeqCst);
self.available_bands.store(0, Ordering::SeqCst);
// Initialize parents to 1 as sentinel dependency for uninitialized job
// to avoid queuing unitialized job as unblocked child dependency.
self.parents.store(1, Ordering::SeqCst);
self.children.clear();
}
/// Add a dependent child node to dependency list. Update its parent count.
fn add_child(&mut self, child: SwCompositeGraphNodeRef) {
child.parents.fetch_add(1, Ordering::SeqCst);
self.children.push(child);
}
/// Install a job for this node. Return whether or not the job has any unprocessed parents
/// that would block immediate composition.
fn set_job(&mut self, job: SwCompositeJob, num_bands: u8) -> bool {
self.job = Some(job);
self.has_job.store(true, Ordering::SeqCst);
self.remaining_bands.store(num_bands, Ordering::SeqCst);
self.available_bands.store(num_bands as _, Ordering::SeqCst);
// Subtract off the sentinel parent dependency now that job is initialized and check
// whether there are any remaining parent dependencies to see if this job is ready.
self.parents.fetch_sub(1, Ordering::SeqCst) <= 1
}
/// Take an available band if possible. Also return whether there are no more bands left
/// so the caller may properly clean up after.
fn take_band(&self) -> (Option<i32>, bool) {
let available = self.available_bands.fetch_sub(1, Ordering::SeqCst);
if available > 0 {
(Some(available as i32 - 1), available == 1)
} else {
(None, true)
}
}
/// Try to take the job from this node for processing and then process it within the current band.
fn process_job(&self, band_index: i32) {
if let Some(ref job) = self.job {
job.process(band_index);
}
}
/// After processing a band, check all child dependencies and remove this parent from
/// their dependency counts. If applicable, queue the new child bands for composition.
fn unblock_children(&mut self, thread: &SwCompositeThread) {
if self.remaining_bands.fetch_sub(1, Ordering::SeqCst) > 1 {
return;
}
// Clear the job to release any locked resources.
self.job = None;
// Signal that resources have been released.
self.has_job.store(false, Ordering::SeqCst);
let mut lock = None;
for child in self.children.drain(..) {
// Remove the child's parent dependency on this node. If there are no more
// parent dependencies left, send the child job bands for composition.
if child.parents.fetch_sub(1, Ordering::SeqCst) <= 1 {
if lock.is_none() {
lock = Some(thread.lock());
}
thread.send_job(lock.as_mut().unwrap(), child);
}
}
}
}
/// The SwComposite thread processes a queue of composite jobs, also signaling
/// via a condition when all available jobs have been processed, as tracked by
/// the job count.
struct SwCompositeThread {
/// Queue of available composite jobs
jobs: Mutex<SwCompositeJobQueue>,
/// Cache of the current job being processed. This maintains a pointer to
/// the contents of the SwCompositeGraphNodeRef, which is safe due to the
/// fact that SwCompositor maintains a strong reference to the contents
/// in an SwTile to keep it alive while this is in use.
current_job: AtomicPtr<SwCompositeGraphNode>,
/// Condition signaled when either there are jobs available to process or
/// there are no more jobs left to process. Otherwise stated, this signals
/// when the job queue transitions from an empty to non-empty state or from
/// a non-empty to empty state.
jobs_available: Condvar,
/// Whether all available jobs have been processed.
jobs_completed: AtomicBool,
/// Whether the main thread is waiting for for job completeion.
waiting_for_jobs: AtomicBool,
/// Whether the SwCompositor is shutting down
shutting_down: AtomicBool,
}
/// The SwCompositeThread struct is shared between the SwComposite thread
/// and the rendering thread so that both ends can access the job queue.
unsafe impl Sync for SwCompositeThread {}
/// A FIFO queue of composite jobs to be processed.
type SwCompositeJobQueue = VecDeque<SwCompositeGraphNodeRef>;
/// Locked access to the composite job queue.
type SwCompositeThreadLock<'a> = MutexGuard<'a, SwCompositeJobQueue>;
impl SwCompositeThread {
/// Create the SwComposite thread. Requires a SWGL context in which
/// to do the composition.
fn new() -> Arc<SwCompositeThread> {
let info = Arc::new(SwCompositeThread {
jobs: Mutex::new(SwCompositeJobQueue::new()),
current_job: AtomicPtr::new(ptr::null_mut()),
jobs_available: Condvar::new(),
jobs_completed: AtomicBool::new(true),
waiting_for_jobs: AtomicBool::new(false),
shutting_down: AtomicBool::new(false),
});
let result = info.clone();
let thread_name = "SwComposite";
thread::Builder::new()
.name(thread_name.into())
// The composite thread only calls into SWGL to composite, and we
// have potentially many composite threads for different windows,
// so using the default stack size is excessive. A reasonably small
// stack size should be more than enough for SWGL and reduce memory
// overhead.
// Bug 1731569 - Need at least 36K to avoid problems with ASAN.
.stack_size(40 * 1024)
.spawn(move || {
profiler::register_thread(thread_name);
// Process any available jobs. This will return a non-Ok
// result when the job queue is dropped, causing the thread
// to eventually exit.
while let Some((job, band)) = info.take_job(true) {
info.process_job(job, band);
}
profiler::unregister_thread();
})
.expect("Failed creating SwComposite thread");
result
}
fn deinit(&self) {
// Signal that the thread needs to exit.
self.shutting_down.store(true, Ordering::SeqCst);
// Wake up the thread in case it is blocked waiting for new jobs
self.jobs_available.notify_all();
}
/// Process a job contained in a dependency graph node received from the job queue.
/// Any child dependencies will be unblocked as appropriate after processing. The
/// job count will be updated to reflect this.
fn process_job(&self, graph_node: &mut SwCompositeGraphNode, band: i32) {
// Do the actual processing of the job contained in this node.
graph_node.process_job(band);
// Unblock any child dependencies now that this job has been processed.
graph_node.unblock_children(self);
}
/// Queue a tile for composition by adding to the queue and increasing the job count.
fn queue_composite(
&self,
locked_src: SwCompositeSource,
locked_dst: swgl::LockedResource,
src_rect: DeviceIntRect,
dst_rect: DeviceIntRect,
clip_rect: DeviceIntRect,
opaque: bool,
flip_x: bool,
flip_y: bool,
filter: ImageRendering,
mut graph_node: SwCompositeGraphNodeRef,
job_queue: &mut SwCompositeJobQueue,
) {
// For jobs that would span a sufficiently large destination rectangle, split
// it into multiple horizontal bands so that multiple threads can process them.
let clipped_dst = match dst_rect.intersection(&clip_rect) {
Some(clipped_dst) => clipped_dst,
None => return,
};
let num_bands = if clipped_dst.width() >= 64 && clipped_dst.height() >= 64 {
(clipped_dst.height() / 64).min(4) as u8
} else {
1
};
let job = SwCompositeJob {
locked_src,
locked_dst,
src_rect,
dst_rect,
clipped_dst,
opaque,
flip_x,
flip_y,
filter,
num_bands,
};
if graph_node.set_job(job, num_bands) {
self.send_job(job_queue, graph_node);
}
}
fn prepare_for_composites(&self) {
// Initially, the job queue is empty. Trivially, this means we consider all
// jobs queued so far as completed.
self.jobs_completed.store(true, Ordering::SeqCst);
}
/// Lock the thread for access to the job queue.
fn lock(&self) -> SwCompositeThreadLock {
self.jobs.lock().unwrap()
}
/// Send a job to the composite thread by adding it to the job queue.
/// Signal that this job has been added in case the queue was empty and the
/// SwComposite thread is waiting for jobs.
fn send_job(&self, queue: &mut SwCompositeJobQueue, job: SwCompositeGraphNodeRef) {
if queue.is_empty() {
self.jobs_completed.store(false, Ordering::SeqCst);
self.jobs_available.notify_all();
}
queue.push_back(job);
}
/// Try to get a band of work from the currently cached job when available.
/// If there is a job, but it has no available bands left, null out the job
/// so that other threads do not bother checking the job.
fn try_take_job(&self) -> Option<(&mut SwCompositeGraphNode, i32)> {
let current_job_ptr = self.current_job.load(Ordering::SeqCst);
if let Some(current_job) = unsafe { current_job_ptr.as_mut() } {
let (band, done) = current_job.take_band();
if done {
let _ = self.current_job.compare_exchange(
current_job_ptr,
ptr::null_mut(),
Ordering::SeqCst,
Ordering::SeqCst,
);
}
if let Some(band) = band {
return Some((current_job, band));
}
}
return None;
}
/// Take a job from the queue. Optionally block waiting for jobs to become
/// available if this is called from the SwComposite thread.
fn take_job(&self, wait: bool) -> Option<(&mut SwCompositeGraphNode, i32)> {
// First try checking the cached job outside the scope of the mutex.
// For jobs that have multiple bands, this allows us to avoid having
// to lock the mutex multiple times to check the job for each band.
if let Some((job, band)) = self.try_take_job() {
return Some((job, band));
}
// Lock the job queue while checking for available jobs. The lock
// won't be held while the job is processed later outside of this
// function so that other threads can pull from the queue meanwhile.
let mut jobs = self.lock();
loop {
// While inside the mutex, check the cached job again to see if it
// has been updated.
if let Some((job, band)) = self.try_take_job() {
return Some((job, band));
}
// If no cached job was available, try to take a job from the queue
// and install it as the current job.
if let Some(job) = jobs.pop_front() {
self.current_job.store(job.get_ptr_mut(), Ordering::SeqCst);
continue;
}
// Otherwise, the job queue is currently empty. Depending on the
// job status, we may either wait for jobs to become available or exit.
if wait {
// For the SwComposite thread, if we arrive here, the job queue
// is empty. Signal that all available jobs have been completed.
self.jobs_completed.store(true, Ordering::SeqCst);
if self.waiting_for_jobs.load(Ordering::SeqCst) {
// Wake the main thread if it is waiting for a change in job status.
self.jobs_available.notify_all();
} else if self.shutting_down.load(Ordering::SeqCst) {
// If SwComposite thread needs to shut down, then exit and stop
// waiting for jobs.
return None;
}
} else {
// If all available jobs have been completed by the SwComposite
// thread, then the main thread no longer needs to wait for any
// new jobs to appear in the queue and should exit.
if self.jobs_completed.load(Ordering::SeqCst) {
return None;
}
// Otherwise, signal that the main thread is waiting for jobs.
self.waiting_for_jobs.store(true, Ordering::SeqCst);
}
// Wait until jobs are added before checking the job queue again.
jobs = self.jobs_available.wait(jobs).unwrap();
if !wait {
// The main thread is done waiting for jobs.
self.waiting_for_jobs.store(false, Ordering::SeqCst);
}
}
}
/// Wait for all queued composition jobs to be processed.
/// Instead of blocking on the SwComposite thread to complete all jobs,
/// this may steal some jobs and attempt to process them while waiting.
/// This may optionally process jobs synchronously. When normally doing
/// asynchronous processing, the graph dependencies are relied upon to
/// properly order the jobs, which makes it safe for the render thread
/// to steal jobs from the composite thread without violating those
/// dependencies. Synchronous processing just disables this job stealing
/// so that the composite thread always handles the jobs in the order
/// they were queued without having to rely upon possibly unavailable
/// graph dependencies.
fn wait_for_composites(&self, sync: bool) {
// If processing asynchronously, try to steal jobs from the composite
// thread if it is busy.
if !sync {
while let Some((job, band)) = self.take_job(false) {
self.process_job(job, band);
}
// Once there are no more jobs, just fall through to waiting
// synchronously for the composite thread to finish processing.
}
// If processing synchronously, just wait for the composite thread
// to complete processing any in-flight jobs, then bail.
let mut jobs = self.lock();
// Signal that the main thread may wait for job completion so that the
// SwComposite thread can wake it up if necessary.
self.waiting_for_jobs.store(true, Ordering::SeqCst);
// Wait for job completion to ensure there are no more in-flight jobs.
while !self.jobs_completed.load(Ordering::SeqCst) {
jobs = self.jobs_available.wait(jobs).unwrap();
}
// Done waiting for job completion.
self.waiting_for_jobs.store(false, Ordering::SeqCst);
}
}
/// Parameters describing how to composite a surface within a frame
type FrameSurface = (
NativeSurfaceId,
CompositorSurfaceTransform,
DeviceIntRect,
ImageRendering,
);
/// Adapter for RenderCompositors to work with SWGL that shuttles between
/// WebRender and the RenderCompositr via the Compositor API.
pub struct SwCompositor {
gl: swgl::Context,
compositor: Box<dyn MappableCompositor>,
use_native_compositor: bool,
surfaces: HashMap<NativeSurfaceId, SwSurface>,
frame_surfaces: Vec<FrameSurface>,
/// Any surface added after we're already compositing (i.e. debug overlay)
/// needs to be processed after those frame surfaces. For simplicity we
/// store them in a separate queue that gets processed later.
late_surfaces: Vec<FrameSurface>,
/// Any composite surfaces that were locked during the frame and need to be
/// unlocked. frame_surfaces and late_surfaces may be pruned, so we can't
/// rely on them to contain all surfaces that were actually locked and must
/// track those separately.
composite_surfaces: HashMap<ExternalImageId, SWGLCompositeSurfaceInfo>,
cur_tile: NativeTileId,
/// The maximum tile size required for any of the allocated surfaces.
max_tile_size: DeviceIntSize,
/// Reuse the same depth texture amongst all tiles in all surfaces.
/// This depth texture must be big enough to accommodate the largest used
/// tile size for any surface. The maximum requested tile size is tracked
/// to ensure that this depth texture is at least that big.
/// This is initialized when the first surface is created and freed when
/// the last surface is destroyed, to ensure compositors with no surfaces
/// are not holding on to extra memory.
depth_id: Option<u32>,
/// Instance of the SwComposite thread, only created if we are not relying
/// on a native RenderCompositor.
composite_thread: Option<Arc<SwCompositeThread>>,
/// SWGL locked resource for sharing framebuffer with SwComposite thread
locked_framebuffer: Option<swgl::LockedResource>,
/// Whether we are currently in the middle of compositing
is_compositing: bool,
}
impl SwCompositor {
pub fn new(
gl: swgl::Context,
compositor: Box<dyn MappableCompositor>,
use_native_compositor: bool,
) -> Self {
// Only create the SwComposite thread if we're not using a native render
// compositor. Thus, we are compositing into the main software framebuffer,
// which benefits from compositing asynchronously while updating tiles.
let composite_thread = if !use_native_compositor {
Some(SwCompositeThread::new())
} else {
None
};
SwCompositor {
gl,
compositor,
use_native_compositor,
surfaces: HashMap::new(),
frame_surfaces: Vec::new(),
late_surfaces: Vec::new(),
composite_surfaces: HashMap::new(),
cur_tile: NativeTileId {
surface_id: NativeSurfaceId(0),
x: 0,
y: 0,
},
max_tile_size: DeviceIntSize::zero(),
depth_id: None,
composite_thread,
locked_framebuffer: None,
is_compositing: false,
}
}
fn deinit_tile(&self, tile: &SwTile) {
self.gl.delete_framebuffers(&[tile.fbo_id]);
self.gl.delete_textures(&[tile.color_id]);
}
fn deinit_surface(&self, surface: &SwSurface) {
for tile in &surface.tiles {
self.deinit_tile(tile);
}
}
/// Attempt to occlude any queued surfaces with an opaque occluder rect. If
/// an existing surface is occluded, we attempt to restrict its clip rect
/// so long as it can remain a single clip rect. Existing frame surfaces
/// that are opaque will be fused if possible with the supplied occluder
/// rect to further try and restrict any underlying surfaces.
fn occlude_surfaces(&mut self) {
// Check if inner rect is fully included in outer rect
fn includes(outer: &Range<i32>, inner: &Range<i32>) -> bool {
outer.start <= inner.start && outer.end >= inner.end
}
// Check if outer range overlaps either the start or end of a range. If
// there is overlap, return the portion of the inner range remaining
// after the overlap has been removed.
fn overlaps(outer: &Range<i32>, inner: &Range<i32>) -> Option<Range<i32>> {
if outer.start <= inner.start && outer.end >= inner.start {
Some(outer.end..inner.end.max(outer.end))
} else if outer.start <= inner.end && outer.end >= inner.end {
Some(inner.start..outer.start.max(inner.start))
} else {
None
}
}
fn set_x_range(rect: &mut DeviceIntRect, range: &Range<i32>) {
rect.min.x = range.start;
rect.max.x = range.end;
}
fn set_y_range(rect: &mut DeviceIntRect, range: &Range<i32>) {
rect.min.y = range.start;
rect.max.y = range.end;
}
fn union(base: Range<i32>, extra: Range<i32>) -> Range<i32> {
base.start.min(extra.start)..base.end.max(extra.end)
}
// Ensure an occluder surface is both opaque and has all interior tiles.
fn valid_occluder(surface: &SwSurface) -> bool {
surface.is_opaque && surface.has_all_tiles()
}
// Before we can try to occlude any surfaces, we need to fix their clip rects to tightly
// bound the valid region. The clip rect might otherwise enclose an invalid area that
// can't fully occlude anything even if the surface is opaque.
for &mut (ref id, ref transform, ref mut clip_rect, _) in &mut self.frame_surfaces {
if let Some(surface) = self.surfaces.get(id) {
// Restrict the clip rect to fall within the valid region of the surface.
*clip_rect = surface.device_bounds(transform, clip_rect).unwrap_or_default();
}
}
// For each frame surface, treat it as an occluder if it is non-empty and opaque. Look
// through the preceding surfaces to see if any can be occluded.
for occlude_index in 0..self.frame_surfaces.len() {
let (ref occlude_id, _, ref occlude_rect, _) = self.frame_surfaces[occlude_index];
match self.surfaces.get(occlude_id) {
Some(occluder) if valid_occluder(occluder) && !occlude_rect.is_empty() => {}
_ => continue,
}
// Traverse the queued surfaces for this frame in the reverse order of
// how they are composited, or rather, in order of visibility. For each
// surface, check if the occluder can restrict the clip rect such that
// the clip rect can remain a single rect. If the clip rect overlaps
// the occluder on one axis interval while remaining fully included in
// the occluder's other axis interval, then we can chop down the edge
// of the clip rect on the overlapped axis. Further, if the surface is
// opaque and its clip rect exactly matches the occluder rect on one
// axis interval while overlapping on the other, fuse it with the
// occluder rect before considering any underlying surfaces.
let (mut occlude_x, mut occlude_y) = (occlude_rect.x_range(), occlude_rect.y_range());
for &mut (ref id, _, ref mut clip_rect, _) in self.frame_surfaces[..occlude_index].iter_mut().rev() {
if let Some(surface) = self.surfaces.get(id) {
let (clip_x, clip_y) = (clip_rect.x_range(), clip_rect.y_range());
if includes(&occlude_x, &clip_x) {
if let Some(visible) = overlaps(&occlude_y, &clip_y) {
set_y_range(clip_rect, &visible);
if occlude_x == clip_x && valid_occluder(surface) {
occlude_y = union(occlude_y, visible);
}
}
} else if includes(&occlude_y, &clip_y) {
if let Some(visible) = overlaps(&occlude_x, &clip_x) {
set_x_range(clip_rect, &visible);
if occlude_y == clip_y && valid_occluder(surface) {
occlude_x = union(occlude_x, visible);
}
}
}
}
}
}
}
/// Reset tile dependency state for a new frame.
fn reset_overlaps(&mut self) {
for surface in self.surfaces.values_mut() {
for tile in &mut surface.tiles {
tile.overlaps.set(0);
tile.invalid.set(false);
tile.graph_node.reset();
}
}
}
/// Computes an overlap count for a tile that falls within the given composite
/// destination rectangle. This requires checking all surfaces currently queued for
/// composition so far in this frame and seeing if they have any invalidated tiles
/// whose destination rectangles would also overlap the supplied tile. If so, then the
/// increment the overlap count to account for all such dependencies on invalid tiles.
/// Tiles with the same overlap count will still be drawn with a stable ordering in
/// the order the surfaces were queued, so it is safe to ignore other possible sources
/// of composition ordering dependencies, as the later queued tile will still be drawn
/// later than the blocking tiles within that stable order. We assume that the tile's
/// surface hasn't yet been added to the current frame list of surfaces to composite
/// so that we only process potential blockers from surfaces that would come earlier
/// in composition.
fn init_overlaps(
&self,
overlap_id: &NativeSurfaceId,
overlap_surface: &SwSurface,
overlap_tile: &SwTile,
overlap_transform: &CompositorSurfaceTransform,
overlap_clip_rect: &DeviceIntRect,
) {
// Record an extra overlap for an invalid tile to track the tile's dependency
// on its own future update.
let mut overlaps = if overlap_tile.invalid.get() { 1 } else { 0 };
let overlap_rect = match overlap_tile.overlap_rect(overlap_surface, overlap_transform, overlap_clip_rect) {
Some(overlap_rect) => overlap_rect,
None => {
overlap_tile.overlaps.set(overlaps);
return;
}
};
for &(ref id, ref transform, ref clip_rect, _) in &self.frame_surfaces {
// We only want to consider surfaces that were added before the current one we're
// checking for overlaps. If we find that surface, then we're done.
if id == overlap_id {
break;
}
// If the surface's clip rect doesn't overlap the tile's rect,
// then there is no need to check any tiles within the surface.
if !overlap_rect.intersects(clip_rect) {
continue;
}
if let Some(surface) = self.surfaces.get(id) {
for tile in &surface.tiles {
// If there is a deferred tile that might overlap the destination rectangle,
// record the overlap.
if tile.may_overlap(surface, transform, clip_rect, &overlap_rect) {
if tile.overlaps.get() > 0 {
overlaps += 1;
}
// Regardless of whether this tile is deferred, if it has dependency
// overlaps, then record that it is potentially a dependency parent.
tile.graph_node.get_mut().add_child(overlap_tile.graph_node.clone());
}
}
}
}
if overlaps > 0 {
// Has a dependency on some invalid tiles, so need to defer composition.
overlap_tile.overlaps.set(overlaps);
}
}
/// Helper function that queues a composite job to the current locked framebuffer
fn queue_composite(
&self,
surface: &SwSurface,
transform: &CompositorSurfaceTransform,
clip_rect: &DeviceIntRect,
filter: ImageRendering,
tile: &SwTile,
job_queue: &mut SwCompositeJobQueue,
) {
if let Some(ref composite_thread) = self.composite_thread {
if let Some((src_rect, dst_rect, flip_x, flip_y)) = tile.composite_rects(surface, transform, clip_rect) {
let source = if let Some(ref external_image) = surface.external_image {
// If the surface has an attached external image, lock any textures supplied in the descriptor.
match self.composite_surfaces.get(external_image) {
Some(ref info) => match info.yuv_planes {
0 => match self.gl.lock_texture(info.textures[0]) {
Some(texture) => SwCompositeSource::BGRA(texture),
None => return,
},
3 => match (
self.gl.lock_texture(info.textures[0]),
self.gl.lock_texture(info.textures[1]),
self.gl.lock_texture(info.textures[2]),
) {
(Some(y_texture), Some(u_texture), Some(v_texture)) => SwCompositeSource::YUV(
y_texture,
u_texture,
v_texture,
info.color_space,
info.color_depth,
),
_ => return,
},
_ => panic!("unsupported number of YUV planes: {}", info.yuv_planes),
},
None => return,
}
} else if let Some(texture) = self.gl.lock_texture(tile.color_id) {
// Lock the texture representing the picture cache tile.
SwCompositeSource::BGRA(texture)
} else {
return;
};
if let Some(ref framebuffer) = self.locked_framebuffer {
composite_thread.queue_composite(
source,
framebuffer.clone(),
src_rect,
dst_rect,
*clip_rect,
surface.is_opaque,
flip_x,
flip_y,
filter,
tile.graph_node.clone(),
job_queue,
);
}
}
}
}
/// Lock a surface with an attached external image for compositing.
fn try_lock_composite_surface(&mut self, device: &mut Device, id: &NativeSurfaceId) {
if let Some(surface) = self.surfaces.get_mut(id) {
if let Some(external_image) = surface.external_image {
assert!(!surface.tiles.is_empty());
let tile = &mut surface.tiles[0];
if let Some(info) = self.composite_surfaces.get(&external_image) {
tile.valid_rect = DeviceIntRect::from_size(info.size);
return;
}
// If the surface has an attached external image, attempt to lock the external image
// for compositing. Yields a descriptor of textures and data necessary for their
// interpretation on success.
let mut info = SWGLCompositeSurfaceInfo {
yuv_planes: 0,
textures: [0; 3],
color_space: YuvRangedColorSpace::GbrIdentity,
color_depth: ColorDepth::Color8,
size: DeviceIntSize::zero(),
};
if self.compositor.lock_composite_surface(device, self.gl.into(), external_image, &mut info) {
tile.valid_rect = DeviceIntRect::from_size(info.size);
self.composite_surfaces.insert(external_image, info);
} else {
tile.valid_rect = DeviceIntRect::zero();
}
}
}
}
/// Look for any attached external images that have been locked and then unlock them.
fn unlock_composite_surfaces(&mut self, device: &mut Device) {
for &external_image in self.composite_surfaces.keys() {
self.compositor.unlock_composite_surface(device, self.gl.into(), external_image);
}
self.composite_surfaces.clear();
}
/// Issue composites for any tiles that are no longer blocked following a tile update.
/// We process all surfaces and tiles in the order they were queued.
fn flush_composites(&self, tile_id: &NativeTileId, surface: &SwSurface, tile: &SwTile) {
let composite_thread = match &self.composite_thread {
Some(composite_thread) => composite_thread,
None => return,
};
// Look for the tile in the frame list and composite it if it has no dependencies.
let mut frame_surfaces = self
.frame_surfaces
.iter()
.skip_while(|&(ref id, _, _, _)| *id != tile_id.surface_id);
let (overlap_rect, mut lock) = match frame_surfaces.next() {
Some(&(_, ref transform, ref clip_rect, filter)) => {
// Remove invalid tile's update dependency.
if tile.invalid.get() {
tile.overlaps.set(tile.overlaps.get() - 1);
}
// If the tile still has overlaps, keep deferring it till later.
if tile.overlaps.get() > 0 {
return;
}
// Otherwise, the tile's dependencies are all resolved, so composite it.
let mut lock = composite_thread.lock();
self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
// Finally, get the tile's overlap rect used for tracking dependencies
match tile.overlap_rect(surface, transform, clip_rect) {
Some(overlap_rect) => (overlap_rect, lock),
None => return,
}
}
None => return,
};
// Accumulate rects whose dependencies have been satisfied from this update.
// Store the union of all these bounds to quickly reject unaffected tiles.
let mut flushed_bounds = overlap_rect;
let mut flushed_rects = vec![overlap_rect];
// Check surfaces following the update in the frame list and see if they would overlap it.
for &(ref id, ref transform, ref clip_rect, filter) in frame_surfaces {
// If the clip rect doesn't overlap the conservative bounds, we can skip the whole surface.
if !flushed_bounds.intersects(clip_rect) {
continue;
}
if let Some(surface) = self.surfaces.get(&id) {
// Search through the surface's tiles for any blocked on this update and queue jobs for them.
for tile in &surface.tiles {
let mut overlaps = tile.overlaps.get();
// Only check tiles that have existing unresolved dependencies
if overlaps == 0 {
continue;
}
// Get this tile's overlap rect for tracking dependencies
let overlap_rect = match tile.overlap_rect(surface, transform, clip_rect) {
Some(overlap_rect) => overlap_rect,
None => continue,
};
// Do a quick check to see if the tile overlaps the conservative bounds.
if !overlap_rect.intersects(&flushed_bounds) {
continue;
}
// Decrement the overlap count if this tile is dependent on any flushed rects.
for flushed_rect in &flushed_rects {
if overlap_rect.intersects(flushed_rect) {
overlaps -= 1;
}
}
if overlaps != tile.overlaps.get() {
// If the overlap count changed, this tile had a dependency on some flush rects.
// If the count hit zero, it is ready to composite.
tile.overlaps.set(overlaps);
if overlaps == 0 {
self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
// Record that the tile got flushed to update any downwind dependencies.
flushed_bounds = flushed_bounds.union(&overlap_rect);
flushed_rects.push(overlap_rect);
}
}
}
}
}
}
}
impl Compositor for SwCompositor {
fn create_surface(
&mut self,
device: &mut Device,
id: NativeSurfaceId,
virtual_offset: DeviceIntPoint,
tile_size: DeviceIntSize,
is_opaque: bool,
) {
if self.use_native_compositor {
self.compositor.create_surface(device, id, virtual_offset, tile_size, is_opaque);
}
self.max_tile_size = DeviceIntSize::new(
self.max_tile_size.width.max(tile_size.width),
self.max_tile_size.height.max(tile_size.height),
);
if self.depth_id.is_none() {
self.depth_id = Some(self.gl.gen_textures(1)[0]);
}
self.surfaces.insert(id, SwSurface::new(tile_size, is_opaque));
}
fn create_external_surface(&mut self, device: &mut Device, id: NativeSurfaceId, is_opaque: bool) {
if self.use_native_compositor {
self.compositor.create_external_surface(device, id, is_opaque);
}
self.surfaces
.insert(id, SwSurface::new(DeviceIntSize::zero(), is_opaque));
}
fn create_backdrop_surface(&mut self, _device: &mut Device, _id: NativeSurfaceId, _color: ColorF) {
unreachable!("Not implemented.")
}
fn destroy_surface(&mut self, device: &mut Device, id: NativeSurfaceId) {
if let Some(surface) = self.surfaces.remove(&id) {
self.deinit_surface(&surface);
}
if self.use_native_compositor {
self.compositor.destroy_surface(device, id);
}
if self.surfaces.is_empty() {
if let Some(depth_id) = self.depth_id.take() {
self.gl.delete_textures(&[depth_id]);
}
}
}
fn deinit(&mut self, device: &mut Device) {
if let Some(ref composite_thread) = self.composite_thread {
composite_thread.deinit();
}
for surface in self.surfaces.values() {
self.deinit_surface(surface);
}
if let Some(depth_id) = self.depth_id.take() {
self.gl.delete_textures(&[depth_id]);
}
if self.use_native_compositor {
self.compositor.deinit(device);
}
}
fn create_tile(&mut self, device: &mut Device, id: NativeTileId) {
if self.use_native_compositor {
self.compositor.create_tile(device, id);
}
if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
let mut tile = SwTile::new(id.x, id.y);
tile.color_id = self.gl.gen_textures(1)[0];
tile.fbo_id = self.gl.gen_framebuffers(1)[0];
let mut prev_fbo = [0];
unsafe {
self.gl.get_integer_v(gl::DRAW_FRAMEBUFFER_BINDING, &mut prev_fbo);
}
self.gl.bind_framebuffer(gl::DRAW_FRAMEBUFFER, tile.fbo_id);
self.gl.framebuffer_texture_2d(
gl::DRAW_FRAMEBUFFER,
gl::COLOR_ATTACHMENT0,
gl::TEXTURE_2D,
tile.color_id,
0,
);
self.gl.framebuffer_texture_2d(
gl::DRAW_FRAMEBUFFER,
gl::DEPTH_ATTACHMENT,
gl::TEXTURE_2D,
self.depth_id.expect("depth texture should be initialized"),
0,
);
self.gl.bind_framebuffer(gl::DRAW_FRAMEBUFFER, prev_fbo[0] as gl::GLuint);
surface.tiles.push(tile);
}
}
fn destroy_tile(&mut self, device: &mut Device, id: NativeTileId) {
if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
if let Some(idx) = surface.tiles.iter().position(|t| t.x == id.x && t.y == id.y) {
let tile = surface.tiles.remove(idx);
self.deinit_tile(&tile);
}
}
if self.use_native_compositor {
self.compositor.destroy_tile(device, id);
}
}
fn attach_external_image(&mut self, device: &mut Device, id: NativeSurfaceId, external_image: ExternalImageId) {
if self.use_native_compositor {
self.compositor.attach_external_image(device, id, external_image);
}
if let Some(surface) = self.surfaces.get_mut(&id) {
// Surfaces with attached external images have a single tile at the origin encompassing
// the entire surface.
assert!(surface.tile_size.is_empty());
surface.external_image = Some(external_image);
if surface.tiles.is_empty() {
surface.tiles.push(SwTile::new(0, 0));
}
}
}
fn invalidate_tile(&mut self, device: &mut Device, id: NativeTileId, valid_rect: DeviceIntRect) {
if self.use_native_compositor {
self.compositor.invalidate_tile(device, id, valid_rect);
}
if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
if let Some(tile) = surface.tiles.iter_mut().find(|t| t.x == id.x && t.y == id.y) {
tile.invalid.set(true);
tile.valid_rect = valid_rect;
}
}
}
fn bind(&mut self, device: &mut Device, id: NativeTileId, dirty_rect: DeviceIntRect, valid_rect: DeviceIntRect) -> NativeSurfaceInfo {
let mut surface_info = NativeSurfaceInfo {
origin: DeviceIntPoint::zero(),
fbo_id: 0,
};
self.cur_tile = id;
if let Some(surface) = self.surfaces.get_mut(&id.surface_id) {
if let Some(tile) = surface.tiles.iter_mut().find(|t| t.x == id.x && t.y == id.y) {
assert_eq!(tile.valid_rect, valid_rect);
if valid_rect.is_empty() {
return surface_info;
}
let mut stride = 0;
let mut buf = ptr::null_mut();
if self.use_native_compositor {
if let Some(tile_info) = self.compositor.map_tile(device, id, dirty_rect, valid_rect) {
stride = tile_info.stride;
buf = tile_info.data;
}
} else if let Some(ref composite_thread) = self.composite_thread {
// Check if the tile is currently in use before proceeding to modify it.
if tile.graph_node.get().has_job.load(Ordering::SeqCst) {
// Need to wait for the SwComposite thread to finish any queued jobs.
composite_thread.wait_for_composites(false);
}
}
self.gl.set_texture_buffer(
tile.color_id,
gl::RGBA8,
valid_rect.width(),
valid_rect.height(),
stride,
buf,
surface.tile_size.width,
surface.tile_size.height,
);
// Reallocate the shared depth buffer to fit the valid rect, but within
// a buffer sized to actually fit at least the maximum possible tile size.
// The maximum tile size is supplied to avoid reallocation by ensuring the
// allocated buffer is actually big enough to accommodate the largest tile
// size requested by any used surface, even though supplied valid rect may
// actually be much smaller than this. This will only force a texture
// reallocation inside SWGL if the maximum tile size has grown since the
// last time it was supplied, instead simply reusing the buffer if the max
// tile size is not bigger than what was previously allocated.
self.gl.set_texture_buffer(
self.depth_id.expect("depth texture should be initialized"),
gl::DEPTH_COMPONENT,
valid_rect.width(),
valid_rect.height(),
0,
ptr::null_mut(),
self.max_tile_size.width,
self.max_tile_size.height,
);
surface_info.fbo_id = tile.fbo_id;
surface_info.origin -= valid_rect.min.to_vector();
}
}
surface_info
}
fn unbind(&mut self, device: &mut Device) {
let id = self.cur_tile;
if let Some(surface) = self.surfaces.get(&id.surface_id) {
if let Some(tile) = surface.tiles.iter().find(|t| t.x == id.x && t.y == id.y) {
if tile.valid_rect.is_empty() {
// If we didn't actually render anything, then just queue any
// dependencies.
self.flush_composites(&id, surface, tile);
return;
}
// Force any delayed clears to be resolved.
self.gl.resolve_framebuffer(tile.fbo_id);
if self.use_native_compositor {
self.compositor.unmap_tile(device);
} else {
// If we're not relying on a native compositor, then composite
// any tiles that are dependent on this tile being updated but
// are otherwise ready to composite.
self.flush_composites(&id, surface, tile);
}
}
}
}
fn begin_frame(&mut self, device: &mut Device) {
self.reset_overlaps();
if self.use_native_compositor {
self.compositor.begin_frame(device);
}
}
fn add_surface(
&mut self,
device: &mut Device,
id: NativeSurfaceId,
transform: CompositorSurfaceTransform,
clip_rect: DeviceIntRect,
filter: ImageRendering,
) {
if self.use_native_compositor {
self.compositor.add_surface(device, id, transform, clip_rect, filter);
}
if self.composite_thread.is_some() {
// If the surface has an attached external image, try to lock that now.
self.try_lock_composite_surface(device, &id);
// If we're already busy compositing, then add to the queue of late
// surfaces instead of trying to sort into the main frame queue.
// These late surfaces will not have any overlap tracking done for
// them and must be processed synchronously at the end of the frame.
if self.is_compositing {
self.late_surfaces.push((id, transform, clip_rect, filter));
return;
}
}
self.frame_surfaces.push((id, transform, clip_rect, filter));
}
/// Now that all the dependency graph nodes have been built, start queuing
/// composition jobs. Any surfaces that get added after this point in the
/// frame will not have overlap dependencies assigned and so must instead
/// be added to the late_surfaces queue to be processed at the end of the
/// frame.
fn start_compositing(&mut self, device: &mut Device, clear_color: ColorF, dirty_rects: &[DeviceIntRect], _opaque_rects: &[DeviceIntRect]) {
self.is_compositing = true;
// Opaque rects are currently only computed here, not by WR itself, so we
// ignore the passed parameter and forward our own version onto the native
// compositor.
let mut opaque_rects: Vec<DeviceIntRect> = Vec::new();
for &(ref id, ref transform, ref clip_rect, _filter) in &self.frame_surfaces {
if let Some(surface) = self.surfaces.get(id) {
if !surface.is_opaque {
continue;
}
for tile in &surface.tiles {
if let Some(rect) = tile.overlap_rect(surface, transform, clip_rect) {
opaque_rects.push(rect);
}
}
}
}
self.compositor.start_compositing(device, clear_color, dirty_rects, &opaque_rects);
if let Some(dirty_rect) = dirty_rects
.iter()
.fold(DeviceIntRect::zero(), |acc, dirty_rect| acc.union(dirty_rect))
.to_non_empty()
{
// Factor dirty rect into surface clip rects
for &mut (_, _, ref mut clip_rect, _) in &mut self.frame_surfaces {
*clip_rect = clip_rect.intersection(&dirty_rect).unwrap_or_default();
}
}
self.occlude_surfaces();
// Discard surfaces that are entirely clipped out
self.frame_surfaces
.retain(|&(_, _, ref clip_rect, _)| !clip_rect.is_empty());
if let Some(ref composite_thread) = self.composite_thread {
// Compute overlap dependencies for surfaces.
for &(ref id, ref transform, ref clip_rect, _filter) in &self.frame_surfaces {
if let Some(surface) = self.surfaces.get(id) {
for tile in &surface.tiles {
self.init_overlaps(id, surface, tile, transform, clip_rect);
}
}
}
self.locked_framebuffer = self.gl.lock_framebuffer(0);
composite_thread.prepare_for_composites();
// Issue any initial composite jobs for the SwComposite thread.
let mut lock = composite_thread.lock();
for &(ref id, ref transform, ref clip_rect, filter) in &self.frame_surfaces {
if let Some(surface) = self.surfaces.get(id) {
for tile in &surface.tiles {
if tile.overlaps.get() == 0 {
// Not dependent on any tiles, so go ahead and composite now.
self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
}
}
}
}
}
}
fn end_frame(&mut self, device: &mut Device,) {
self.is_compositing = false;
if self.use_native_compositor {
self.compositor.end_frame(device);
} else if let Some(ref composite_thread) = self.composite_thread {
// Need to wait for the SwComposite thread to finish any queued jobs.
composite_thread.wait_for_composites(false);
if !self.late_surfaces.is_empty() {
// All of the main frame surface have been processed by now. But if there
// are any late surfaces, we need to kick off a new synchronous composite
// phase. These late surfaces don't have any overlap/dependency tracking,
// so we just queue them directly and wait synchronously for the composite
// thread to process them in order.
composite_thread.prepare_for_composites();
{
let mut lock = composite_thread.lock();
for &(ref id, ref transform, ref clip_rect, filter) in &self.late_surfaces {
if let Some(surface) = self.surfaces.get(id) {
for tile in &surface.tiles {
self.queue_composite(surface, transform, clip_rect, filter, tile, &mut lock);
}
}
}
}
composite_thread.wait_for_composites(true);
}
self.locked_framebuffer = None;
self.unlock_composite_surfaces(device);
}
self.frame_surfaces.clear();
self.late_surfaces.clear();
self.reset_overlaps();
}
fn enable_native_compositor(&mut self, device: &mut Device, enable: bool) {
// TODO: The SwComposite thread is not properly instantiated if this is
// ever actually toggled.
assert_eq!(self.use_native_compositor, enable);
self.compositor.enable_native_compositor(device, enable);
self.use_native_compositor = enable;
}
fn get_capabilities(&self, device: &mut Device) -> CompositorCapabilities {
self.compositor.get_capabilities(device)
}
fn get_window_visibility(&self, device: &mut Device) -> WindowVisibility {
self.compositor.get_window_visibility(device)
}
}